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- #include <gui/elements.h>
- #include "applications.h"
- #include "items_i.h"
- #include "emotes.h"
- #include <gui/icon_i.h>
- const Item Food = {
- .layer = 4,
- .timeout = 100,
- .pos =
- {
- .x = 0,
- .y = 90,
- },
- .width = 60,
- .height = 50,
- .draw = food_redraw,
- .callback = food_callback};
- const Item Console = {
- .layer = 4,
- .timeout = 100,
- .pos =
- {
- .x = 357,
- .y = 190,
- },
- .width = 40,
- .height = 20,
- .draw = console_redraw,
- .callback = console_callback};
- const Item* Home[] = {&Food, &Console};
- const Item** Scenes[] = {Home};
- const Item** get_scene(SceneState* state) {
- return Scenes[state->scene_id];
- }
- static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) {
- furi_assert(state);
- furi_assert(flipper_app);
- state->scene_app_thread = furi_thread_alloc();
- furi_assert(flipper_app->app);
- furi_assert(flipper_app->name);
- furi_thread_set_name(state->scene_app_thread, flipper_app->name);
- furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size);
- furi_thread_set_callback(state->scene_app_thread, flipper_app->app);
- furi_thread_start(state->scene_app_thread);
- }
- uint16_t roll_new(uint16_t prev, uint16_t max) {
- uint16_t val = 999;
- while(val != prev) {
- val = random() % max;
- break;
- }
- return val;
- }
- static void dolphin_scene_type_text(
- Canvas* canvas,
- SceneState* state,
- uint8_t x,
- uint8_t y,
- const char* text) {
- char dialog_str[64];
- char buf[64];
- strcpy(dialog_str, (char*)text);
- if(state->dialog_progress <= strlen(dialog_str)) {
- if(HAL_GetTick() / 10 % 2 == 0) state->dialog_progress++;
- dialog_str[state->dialog_progress] = '\0';
- snprintf(buf, state->dialog_progress, dialog_str);
- } else {
- snprintf(buf, 64, dialog_str);
- }
- canvas_draw_str_aligned(canvas, x, y, AlignCenter, AlignCenter, buf);
- }
- const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
- furi_assert(state);
- furi_assert(canvas);
- const Item* near = is_nearby(state);
- if(near && state->use_pending == true) {
- state->action_timeout = near->timeout;
- near->callback(canvas, state);
- state->use_pending = false;
- } else if(near) {
- near->callback(canvas, state);
- }
- }
- const Vec2 item_get_pos(SceneState* state, ItemsEnum item) {
- const Item** current = get_scene(state);
- Vec2 rel_pos = {0, 0};
- rel_pos.x = DOLPHIN_WIDTH / 2 + (current[item]->pos.x * PARALLAX(current[item]->layer));
- rel_pos.y = DOLPHIN_WIDTH / 4 + (current[item]->pos.y * PARALLAX(current[item]->layer));
- return rel_pos;
- }
- const Item* is_nearby(SceneState* state) {
- furi_assert(state);
- uint8_t item = 0;
- bool found = false;
- const Item** current = get_scene(state);
- while(item < ItemsEnumTotal) {
- int32_t rel_x =
- (DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
- (current[item]->pos.x - state->player_global.x) * PARALLAX(current[item]->layer));
- uint8_t item_height = current[item]->height;
- uint8_t item_width = current[item]->width;
- int32_t rel_y = current[item]->pos.y - state->player_global.y;
- if(abs(rel_x) <= item_width && abs(rel_y) <= item_height) {
- found = !found;
- break;
- }
- ++item;
- }
- return found ? current[item] : NULL;
- }
- void food_redraw(Canvas* canvas, void* s) {
- furi_assert(s);
- SceneState* state = s;
- const Icon* food_frames[] = {
- &I_food1_61x98,
- &I_food2_61x98,
- &I_food3_61x98,
- &I_food4_61x98,
- &I_food5_61x98,
- &I_food6_61x98,
- &I_food7_61x98,
- &I_food8_61x98,
- &I_food9_61x98,
- &I_food10_61x98,
- &I_food11_61x98,
- &I_food12_61x98,
- };
- uint8_t frame = ((HAL_GetTick() / 200) % SIZEOF_ARRAY(food_frames));
- if(is_nearby(state) && (state->player_global.y > Food.pos.y)) {
- dolphin_scene_type_text(
- canvas,
- state,
- (Food.pos.x - state->player_global.x) * PARALLAX(Food.layer) + 90,
- state->screen.y + 8,
- console_emotes[state->emote_id]);
- } else {
- state->dialog_progress = 0;
- state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
- }
- canvas_draw_icon(
- canvas,
- (Food.pos.x - state->player_global.x) * PARALLAX(Food.layer),
- Food.pos.y - state->player_global.y,
- food_frames[frame]);
- canvas_set_bitmap_mode(canvas, true);
- }
- void food_callback(Canvas* canvas, void* s) {
- furi_assert(s);
- SceneState* state = s;
- if(state->use_pending) {
- dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[1]);
- }
- }
- void console_redraw(Canvas* canvas, void* s) {
- furi_assert(s);
- SceneState* state = s;
- const Icon* console[] = {
- &I_Console_74x67_0,
- &I_Console_74x67_1,
- &I_Console_74x67_2,
- &I_Console_74x67_3,
- &I_Console_74x67_4,
- &I_Console_74x67_5,
- &I_Console_74x67_6,
- &I_Console_74x67_7,
- &I_Console_74x67_8,
- };
- uint8_t frame = ((HAL_GetTick() / 100) % SIZEOF_ARRAY(console));
- canvas_draw_icon(
- canvas,
- (Console.pos.x - state->player_global.x) * PARALLAX(Console.layer),
- Console.pos.y - state->player_global.y,
- console[frame]);
- canvas_set_bitmap_mode(canvas, true);
- if(is_nearby(state)) {
- dolphin_scene_type_text(
- canvas,
- state,
- (Console.pos.x - state->player_global.x) * PARALLAX(Console.layer) - 25,
- Console.pos.y - state->player_global.y + 14,
- console_emotes[state->emote_id]);
- } else {
- state->dialog_progress = 0;
- state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
- }
- }
- void console_callback(Canvas* canvas, void* s) {
- furi_assert(s);
- SceneState* state = s;
- if(state->use_pending) {
- dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[1]);
- }
- }
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